[to_xp]Gekko
QCT junkie
awesome idea, I hate the randomness of the awakened spawning. this will be the first major step towards Grigori+ I guess 

You are right. But I still do not feel comfortable with current awakened mechanics. It causes issues, especially if more than one scions player is in game. Not that common, but still. Of course, the same applies to current adventurer spawning method.Should be easy enough for someone to make a module out of it when I move it to the DLL, but I doubt I'd EVER do it in the main mod.
Edit: Also, one of the main reasons I didn't like the random spawning for the Adventurers, was it had already been done for the Scions. I want them to function differently, not the same.
You are right. But I still do not feel comfortable with current awakened mechanics. It causes issues, especially if more than one scions player is in game. Not that common, but still. Of course, the same applies to current adventurer spawning method.
I still want the mechanism moved to dll ASAP, but will wait till you are comfortable with it. If I can have someone do the work, who am I to interrupt
JK, as I said, will try to help.
For now, is there any chance to get my hands on the files? I feel weird adding new functions from forum posts
Just please make sure to mark things tomake them easy to look for![]()
Improvements? Well, our lore scholars have always insisted that the Grigori under Cassiel were semi-feudal farmers, though nothing quite supports that in-game.Yeah.
Ideally, the Grigori would get modifiers on far more buildings, and have the scale made larger (1000 rather than 100?). You then have more control over the amounts buildings get... Maybe even improvements as well, though that would HAVE to be done in the DLL.
Well, I don't bother with palisades in general, so useful buildings would be better IMO. Soldiers are just as bored in baracks, where they have little else to do but tell wild stories.Say, out of a scale of 1000, give palisades a value of 1 or 2? (tenth of a point, current setup)
Would represent bored soldiers on the palisade, wishing to go exploring... Or telling children stories, inspiring THEM to go exploring. Either works.
I'd fundamentally disagree. The exploits of the previous generation are what motivate the next, and even FFH has entire national wonders (Heroic Epic, Tomb of the Champion) reflecting that.If necessary, we could have a NEGATIVE modifier based on the number of adventurers you have. The more you have, the less glamorous it is for the generation of children growing up watching, after all.
Improvements? Well, our lore scholars have always insisted that the Grigori under Cassiel were semi-feudal farmers, though nothing quite supports that in-game.
Improvements? Well, our lore scholars have always insisted that the Grigori under Cassiel were semi-feudal farmers, though nothing quite supports that in-game.
A special type of farm for the Grigori, each giving a .X when worked? Of course, you'd have to scroll through every single farm and city in your empire...
What would you think about making it so that Grigori farms have a chance of spawning limited duration militia units when invaded? I'm thinking probably warriors most of the time, nothing on par with professional armies of their enemies at their tech level but enough to slow down invasions a bit. Or, what if these militia units were of decent strength but had promotions making them AI controlled, to represent how badly organized their militia is.
I sometimes like to call the Grigori system Anarcho-Feudalism, a term usually used by leftists mocking Anarcho-Capitalism.
Kael has established that Cassiel idealizes the Yeoman farmer and does not trust the mercantile interests that tend to dominate elected governments. His is a feudal system where the "nobles" don't really have any special privileges. They are appointed for life, typically chosen from the most average citizens although farmers are more likely to be chosen than city dwellers, I would not be surprised if most were chosen by lot. They never pass on their positions to their children. They receive no salary, no special lodgings or possessions, and have no right to tax anyone. They often act like Justices of the Peace and Notary Publics, but I think their main function is organizing the local volunteer militias. Obviously, that means they spend a lot of their times running bake sales, raffles, and other fundraisers in order to get the funds to pay for the defense of the community. I assume they also lead barn raisings and collect money to help care for widows and orphans, at least for those whose husbands and fathers died serving with them in the militia. Overall they are more community organizers than governors. Although not officially stated, I'm pretty sure that they can be forced out of office by petition.
Something like a far-more likely chance of a Treant in an ancient forest?What would you think about making it so that Grigori farms have a chance of spawning limited duration militia units when invaded? I'm thinking probably warriors most of the time, nothing on par with professional armies of their enemies at their tech level but enough to slow down invasions a bit. Or, what if these militia units were of decent strength but had promotions making them AI controlled, to represent how badly organized their militia is.